Highrise has been ported to Eden for the Breakout Arena Matchmaking settings!
The original Highrise can still be downloaded for the old Breakout settings here:
I designed Highrise with a bit more thought towards non-Breakout players. Breakout is designed to be very competitive, which can be intimidating to some players, putting them off after a first impression. This map is made to offer a more comfortable experience with a little more breathing room than maps like Crossfire or Trench. My goal was to make Breakout more accessible this way. At least for one map, I feel like it's good for beginners. It helped me appreciate Breakout a lot more, so I hope it does the same for others as well.
Something I really wanted to add to Breakout was some unique visuals. The standard Breakout look is neat at a glance, but can be tiresome after multiple maps use it. The Empire canvas did a lot to bring originality and flavor to the backdrop, but even more did it inspire the actual map's design. I found the girder piece in the Forge menus, a piece which would normally look a little out of place but felt perfect on this canvas! Coupling the girders with the cranes really drove the theme home. It's a building under construction! But... it's still Breakout! It allowed me to have fun with simple visuals while still designing a fun playspace.
Highrise, like the other Creative Force Breakout maps, are examples of group inspired work. The first iteration of Highrise was purely experimental. Since I had no experience making a Breakout map, it ended up being an oversized arena map that would have played better in standard Team Slayer. Now, Highrise really is a completely different map from its first incarnation. It does share a few qualities though, such as two lifts on each side of the map as well as a central divider with several layers.
The layout has received only minor tweaks going from Beta to Release. This version can be downloaded on the Creative F0rce gamertag. I knew players would be very familiar with the existing Matchmaking version, so the changes were aimed at reducing exploits and smoothing existing flow instead of changing the layout. I have fixed an exploit that allowed you to escape the map and activate a glitch related to the flag. This, plus the invisible blocker patch means the the map is air-tight, so nobody can escape. Ammo has been reduced on all weapons, and an extra pillar for cover has been added to both Blue and Red Yard. There have been several small aesthetic improvements as well, including at the bottom of the Blue lift.